Ios 如何使构建块代码更加灵活/高效?
下面的代码将砖块堆叠在一起。当调用Ios 如何使构建块代码更加灵活/高效?,ios,objective-c,sprite-kit,Ios,Objective C,Sprite Kit,下面的代码将砖块堆叠在一起。当调用touchsbegin时,将添加一个新块 我不熟悉编码。我希望代码更加灵活,这样也可以添加不同形状的砖块 谢谢你的帮助 代码 -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { /* Called when a touch begins */ if (integer == 0) { [_previousBrick removeAllActions]; [self s
touchsbegin
时,将添加一个新块
我不熟悉编码。我希望代码更加灵活,这样也可以添加不同形状的砖块
谢谢你的帮助
代码
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
if (integer == 0) {
[_previousBrick removeAllActions];
[self spawnNextBrick];
}
if (integer == 1) {
[self spawnPrevBrick];
}
}
-(void)spawnPrevBrick
{
_previousBrick = [SKSpriteNode spriteNodeWithImageNamed:@"TestBridgePiece"];
_previousBrick.anchorPoint = CGPointMake(0.5, 0.0);
_previousBrick.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_previousBrick.frame.size];
_previousBrick.position = CGPointMake(0.0, _nextBrick.position.y + _previousBrick.size.height);
_previousBrick.physicsBody.categoryBitMask = bridgeCategory;
_previousBrick.physicsBody.contactTestBitMask = leftEdgeCategory | rightEdgeCategory | newBrickNotificator;
_previousBrick.physicsBody.collisionBitMask = bridgeCategory;
_isPreviousBrick = YES;
[_previousBrickLayer addChild:_previousBrick];
}
-(void)spawnNextBrick
{
_nextBrick = [SKSpriteNode spriteNodeWithImageNamed:@"TestBridgePiece"];
_nextBrick.anchorPoint = CGPointMake(0.5, 0.0);
_nextBrick.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_nextBrick.frame.size];
_nextBrick.position = CGPointMake(self.size.width, _previousBrick.position.y + _nextBrick.size.height);
_nextBrick.physicsBody.contactTestBitMask = leftEdgeCategory | rightEdgeCategory | newBrickNotificator;
_nextBrick.physicsBody.collisionBitMask = bridgeCategory;
_isPreviousBrick = NO;
[_previousBrickLayer addChild:_nextBrick];
}
-(void)update:(CFTimeInterval)currentTime {
if (_isPreviousBrick == NO) {
integer = 1;
}
if (_isPreviousBrick == YES) {
integer = 0;
}
NSLog(@"integer = %i", integer);
}
不确定,但这可能是一个好问题,而不是堆栈溢出。不确定,但这可能是一个好问题,而不是堆栈溢出。